I'm glad to say that someone finally "gets it". While there are already more than enough old-school brawlers on iOS, it seems like none of the "iOS originals" (i.e. not ports) are just good enough for those who hold the genre so near and dear to their heart. In every release thread, you'll see comments like "It's alright...but I wish there were combos", most recently with Ravenous' Beatdown!, for example. The combat and controls were fine, but it was far too simple, the levels were very "samey" and it just boring way too fast. I praised The Gods: Uprising for finally giving us an experience we would have been proud to play in arcades as kids, but it isn't an old-school brawler. Not by a long shot.
While Trigger City is indeed a simple game (move left to right while punching and kicking), it remains fresh throughout its entire duration. As psj said, you've got various combos that can be unlocked only by playing the game and earning the in-game currency. While you won't be able to unlock everything in one single playthrough, you'll have earned enough bad-ass moves to want to play over and see 'em all. The move animations are sick, and that OOMPH! when you nail an uppercut combo and see the skull and rib cage of your opponent amidst a puddle of crimson red blood is so, so satisfying. Each area (consisting of 3 parts each...except for the motorway level) has its own baddies, with certain characteristics that you'll have to adapt to...whether it's lunging towards you, smacking you upside the head with a broken bottle or trying to shoot you from a distance. Once they're down and out, you'll be able to use their weapons against them. Everything's mapped to 2 buttons, so you don't have to worry about searching for a pop-up weapons button or anything.
The animations throughout the game are gorgeous (I especially love the facial expressions) and the levels all look like they were pulled out of a SEGA Genesis title with that certain Streets of Rage "nitty gritty" charm. As mentioned in the app description and aforementioned here, there's even a single motorway level and an elevator level. How cool of a throwback to the games that inspired this is that?
My favorite part of the game has to be the story. Each level starts and ends with dialogue, and you actually feel like your character has a purpose, with logical progression through the sets of levels until you've reached the leader's roof for the final battle. When you're not speaking with anyone, it's still not "lifeless" as certain enemies will speak while they fight.
Trigger City is just good old cheesy, mature fun. It doesn't last too long (I found the length to be absolutely perfect for a mobile game) but without spoiling anything, it may not be over yet.
It doesn't deviate from the path it started out too much and it's not the deepest game in the world...but what it does, it does exceptionally well. Even with the little issues psj mentioned (such as enemies under your thumbs in some instances), it's hard to believe that one person, working on a game for 2 years in their spare time was able to put together such a ridiculously polished title. I haven't come across a single glitch, the game hasn't crashed at all and it legitimately feels like an older game running on the perfect emulator. This is the perfect $1 game. No rubbish in-app purchases, no bullturd...just one nice little game that you can sit and play from its dark and gloomy start to its bri--err...nevermind, no spoilers...end.
If you've been reading this little write-up thinking "Oh look, MC's gotten another promo code, so he's singing praises for this title while pooping rainbows", there is one
thing. You see, I've been playing this on an iPad. The catch? It's an iPhone game. Yes, it's not universal and there isn't an iPad version. I've talked to the developer about this already and (I hope you don't mind me speaking for you :/) 95% of the development cycle was done before he got his hands on an iPad and the assets have been done by contracted artists. The good news is...it doesn't matter. Indirectly quoting myself, "Stick a border around the 2X iPad graphics, add resizable and moveable controls and call it a day". That's all it'll take to get this universal-ready, in my opinion. The graphics are perfectly fine in 2X and some of the text even looks retina quality on iPad. If you don't mind your hands getting a liiiiiiiiiittle
uncomfortable over a long period of playtime, you shouldn't have a problem. I know some of you are like "UUUGGGHHHHHHHH!" at my "border" comment, but trust me...that's all it needs. I hope Slipshod tries out my suggestion, even if it's just a temporary solution. That ultimately depends on the game's success...so get ready to throw your dollars at Slipshod Games on the 13th guys.
Kudos to them (him)...they (he) should be very, very proud of this game.